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Messages - ubuntufreakdragon

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It searches for the wrong things, you need a list of deposits not some combination of industries.
e.g. I want a system with these min requrements:
rare ore
3 planets min
I also would like these:
for any non essential requirement
i give a score change
food +1000
violates +1000
organics +1000
gate +500
extra planet + 400
greater deposit +50

Also your menus are not really useable on lower screen resolutions.

General Discussion / About the new ships
« on: April 28, 2022, 09:27:28 AM »
While new ships are always good, I don't like which role the fill, there are many good capitals but destroyers need some love, and the high tech package is to thin.
how about a high tech carrier cruiser or a nice destroyer or two.
Idea for a high tech destroyer:
(destroyer are pretty thin when it come to survival frigates evade, cruisers endure, but destroyers die, so how about a fortress shield)
One or two medium turrets and a few smalls, mostly energy an efficient 360° front shield.
Build in mods: hardened subsystems and expanded magazines.
may be a hangar. top speed ~80 (if it's two fast it will escape always)

About the battle ships:
The midline battleship seams pretty strong so it may need a high op cost.
the other two will be either utterly useless or absolutely deadly depending on how close the get to the enemy. I personally dislike this all or nothing.

There is one faction that really needs a fitting capital, the indis:
How about a civilian cap that looks like a combination of Venture and salvage rig.
Armed to the teeth with mediums no large guns. Relative low op cost. (25-30)
Sidewards facing missile hardpoints allowing either a seeship like boardside or requiring guided missiles to be used.
a system for fleet support e.g. consume a wrack to gain a charge and use a charge to repair and/or restock another ship with missiles.
some (2-3) fighter bays enough to support to little to kill.
or absorb another ships (hard)flux...
a 150° omni shield sounds fitting.
build in: salvage gantry, surveying equipment, civil hull. base burn 7.

General Discussion / Re: Neural Link... again.
« on: March 27, 2022, 05:34:47 PM »
The Neural link ship shouldn't consume Command Points.
And if I don't have the skill I don't want to loot the blueprints for the hullmods, they block other loot and are useless and worthless.
You get the for free taking the skill and can use them without, i rather want some loot that not an insta drop.

Suggestions / Lower Case Insensitivity when entering Activation Code
« on: March 12, 2022, 09:29:06 AM »
You have to press shift for any letter in the activation key and release it for numbers, quite annoying if you lost your electronic key version and have to default to the printed backup.

Elite: Neutrino directions are remembered on the map, and automatically greyed if the source is known, once multiple neutrino rays cross the same position a unknown map marker is added.

Suggestions / Re: Nerf Quantum Disruptor
« on: January 25, 2022, 03:28:28 AM »
How about removing the 30s cooldown but linking QD to the phase cooldown, so you can use it only when unphased and ready to phase again, and you have to wait phase cooldown again after use to phase.

Suggestions / Re: Suggested economic system changes and reasoning
« on: December 29, 2021, 01:11:41 PM »
Let's condense the OP to some practical suggestions:
1) In system foreign faction im/export should be higher than foreign faction im/export to different systems.
2) Would just summon resources for free, maybe a colony could slowly generate a surplus contingent, allowing you to take a few stockpiled local products for free per month.
3) A colony upgrade(e.g. for the ware station) to stockpile resources to auto cover smaller shortages.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 21, 2021, 03:03:03 PM »
Beams don't need 100% Hardflux, but 0% is to less in many situations, beams shouldn't deal hard flux at max range.
I was against HSA before 9.5 release, and it didn't worked, so how about my old suggestion:
beams get up to 25%/50% hard flux below Distance X and 0% over Distance Y, they could keep their ranges and still get useful hardflux.

I use Turret Gyro very often, HIL needs them against non caps.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 12:09:41 AM »
Did you change something about modding?
tells .ship is always replaced but in reality it's merged.

How about a phase_shrunt hullmod:
Instead of sending the ship out of phase attacks are sent partially out of phase, each hit is multiplied by 0.XX before armor comes in.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 13, 2021, 07:52:14 PM »
Leadership could use some more general skills, feels to focussed on Frigates and Carriers.

Hmm - there's Tactical Drills, Crew Training, and Coordinated Maneuvers for the most "general-purpose" way to get up to the next tier. I understand what you mean, though, but there's only so many slots for skills. I felt like these three were reasonable-enough picks for someone that doesn't want to specialize into one of the other options.
Coordinated Manoeuvrers is too Frigate Focussed to be considered a general skill, a frigate costs only a few DP and give high boni, destroyers give something everything else abyssal, a light cruiser fleet e.g. mostly falcons should get a decent buff from it.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 13, 2021, 05:02:14 PM »
Got d-modded ships from custom production with orbital works and pristine forge, is this intended?
Leadership could use some more general skills, feels to focussed on Frigates and Carriers.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 05:01:24 PM »
Have missed it, now I'm on RC4.
System extertise could use two more points:
- If the system has a limited use duration +x%duration
- If the system only as a passive upkeep while active (toggle able systems e.g. fortress shield) -x%upkeet
I found both neural link hullmod samples as loot, this doesn't make sense, as they don't function without the skill.
False sensor readings should vanish if the get close enough to be identified.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 04:52:27 PM »
Debug interactions are active.
How about a transponder pop up for traverse jump?
And a single game setting for the skill points available at gamestart.

I just have some ideas I want to talk about, whether they would have unexpected consequences.

Burst PD/Haevy Burst PD:
I don't really use them because they seem to struggle against Sabots, Sabots Split at 400 distance depending on ship size and shield radius the 500/600 range are not enough to reach it in time.
so I was thinking about giving them 200 more range each, but at burst beams have high hit strength against armour it could make them a too strong anti armour option so I could change them to kinetic dmg in exchange for some extra charges...

Ion beam:
Takes up one medium slot for emp dmg, but most ships need this slot for some armour cracking at the end of the day this beam always ends up in storage because other options were better, sad for this emp monster, would doulbing DPS and changing it to HE too strong for a 13 op beam?

Mining Blaster:
Always looks like a bad Heavy blaster, worse efficiency and range and flux expensive to field, it looks like a budget weapon but isn't one and it's range sucks.
What if I halv flux cost and dmg and change it to HE and give it 200 more range, it would get a role where no other gun is strictly better.
And HE really fits it's lore it should crack solid objects(aka asteriods) not shields.

Well Venture is quite costly compared to the rig and only a bit more effective with salvage gantry, so I don't see issues for the rigs position.
Reducing the CR cost of refit would be another option for the rig.

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